Staff Member

Changes:
- Increased icon sizes for different planet classes + Class 5 can be zoomed out more
- Activated Localization for Biomes
- Added better comments for how to spawn floating POIs and under water POIs to Example.yaml
- 3d Sector Map: Asteroids are a bit darker now
- Updated some preview pics for multiplayer starter screen

PDA update:
- Clarified advice on how to open PDA INFO when nothing is displayed
- Custom Tours: moved 'Floating Artifacts' into 'Artifacts' task (so task does not break if Floating Artifacts are not spawned)
- Custom Tours: Renamed "TITAN Wreckages" to "Crashed Ships" (And added the Crashed-Ships group) as the Titan is already discovered in the Robinson Protocol. (And it adds more chances to find something else)
- Hidden 'Engineers Handbook' as time constraints do not allow to add content yet

Gameplay:
- Zirax shotgun is approaching the player, the rest of Zirax will keep distance
- Further reduced CameraShake on weapons
- 3D Planet Map: Icon size and zoom range now depends on the planet size
- Added copper deposits on more planets (Desert, Snow, Moon, MoonDesert)
- Removed sentry guns from Planet Vessels
- Warp target position is now about 12000 units from center of sector to avoid being too close to big planets
- Medic Station HV: Status Effect is now visible in Block Info

Other Changes:
- Renamed version to "Alpha 8.0.0"
- Planet Update: Fixed some blending issues with textures
- Akua-Omicron: ensuring that moons are placed sufficiently far away from planet
- Console command 'sector <playfield>' will now position you at 0, 0, -12000 (old: 0, 0, -4000)
- Created updated version of commented gameoptions.yaml incl. default values in both default scenarios
- Updated info in Config.ecf on how to create an item for free in constructor

Bug Fixes:
- Fixed: HV reacts to plants even though they have no collider
- Fixed: Problem that the wood log gets catapulted away when cutting down a tree
- Fixed: Wrong text was displayed for some Status Effects
- Fixed: Trading Outpost was shown as Asteroid Field in Akua-Omicron scenario
- Fixed: Holding a weapon with scope creates an endless stream of 'Game Events' as long as a menu window is open
- Fixed: Several Zirax problems (Dead body rotation, Dead zirax making idle animations, Zirax ignoring visible player)
- Fixed: Several Internal exceptions reported on support email
- Fixed: SSG: Fix exception when starting in steam build.
- Fixed: ReplaceID cannot select some Terrain IDs in certain situations
- Fixed: Double-entries in Dynamic Tooltips on some occasions
- Fixed: Distant Fog not showing in some cases
- Fixed: PDA: Briefing window is shown twice on chapter start
- Fixed: PDA: first task delay is ignored
- Fixed: PDA: CoQ for faction members not participating in a Faction mission that is completed by another faction member
- Fixed: PDA: Rewarded chapters of a Faction Mission not rewarded to not participating faction members

The performance did increase on my system.
The terrain shader is faster (but I sill get better performance with the AG - terrain mode)

I had one glitch with the bike spawning a cloned stationary ghost of itself.

Click to expand...

i had this glitch too. every time i would use my tent to pass the night while my bike was sitting outside, in the morning there would be a "ghost bike" sitting there. then as i was flying around exploring the planet, i saw something strange and it was the two bike ghosts up in the air lol.

Better option would have been to postpone this altogether until there's an option to disable it on client. EVERY game I can think of, that has screen shake effects, has the option to turn them off. There's a good reason for that. I can tolerate it, but even I get annoyed at the "atmospheric shake" of ships when skimming close to planets, when I'm trying to use orbit field to speed up travel time. And I'm not too fond of weapons giving me the rattles either.

-- edit --
After testing AR and shotgun on the new "reduced" shakeup... I still believe if this goes to live, there's going to be a bunch of pretty upset people.
-- /edit --

This is going to help with untargetable sentry turrets on PV.. but not on any other instance. I guess in other cases you can usually just go away, but.. really while it's good that turrets don't try to shoot at sentrys through the walls, a better option would have been to make them respect LoS and only shoot at visible sentry guns (and visible turrets in general).

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By the way I hate yaml. I detest it. Whose bright idea was it to use strict numbering of space as syntax for structure?
"Wait, we have 7 spaces, not 8??? Error! Quick! We must crash the program!"